With the SWD edition the AoE damage is now rolled once for each group of extras and AoE attacks also gain the +d6 damage on a raise.

So my question is if a bunch of extras get caught in a Wizard's Burst attack do they each get a roll to dodge? If so how is the extra d6 damage on a raise handled as it's an opposed roll, further spilt the group of extras to ones who got hit with the raise and ones who didn't?

I was also wondering if I just changed it to being the Wizards casting roll determined the extra damage if that would really unbalance anything._________________"...If more of us valued food and cheer and song above hoarded gold, it would be a merrier world. But sad or merry, I must leave it now. Farewell!"- Thorin Oakenshield; The Hobbit by J.R.R. Tolkien

So my question is if a bunch of extras get caught in a Wizard's Burst attack do they each get a roll to dodge?

Yep.

Volt875 wrote:

If so how is the extra d6 damage on a raise handled as it's an opposed roll, further spilt the group of extras to ones who got hit with the raise and ones who didn't?

Yep, roll base damage for the ones who got hit normally and then add an extra d6 for the the ones hit with a raise..

Volt875 wrote:

I was also wondering if I just changed it to being the Wizards casting roll determined the extra damage if that would really unbalance anything.

That's a question on making a house rule, so it would need to be in another topic for discussion, but in short, yes, if that's the only change, then making it easier for the caster to get a raise on his targets will of course make the power more effective._________________Clint Black
Savage Worlds Core Rules Brand Manager